Guide part 3

MadWorld Guide

In addition to the chainsaw, the running man (Jack) may find extra weapons in a challenge to assist him. While the chainsaw is theoretically unbreakable, it does run out of fuel. It also requires some extra time to rev its engine to be used.

Extra weapons do not require any charging, and they have both the A Button "Quick Attack" and B Button "Strong Attack" (use it with the remote's motion). However, these extra weapons are not as well made as the chainsaw, and do eventually break with continued use.

As a general visual rule for continuous use, the more red a weapon appears, the closer it is to breaking. Note that should you stop using an extra weapon, the red splatter will recede with time, but it will not recover its endurance.

Your character (Jack) may only carry one extra weapon at any time, however he may opt to use the chainsaw in lieu of a carried weapon. Cycle between chainsaw and extra weapons using D-Pad right or left. Save extra weapons for bosses, so you do more damage over a shorter period of time.

Weapon

Noted Effects

Spiked Bat(All areas)

A simple cudgel with piercing spikes. Crude but surprisingly effective. The long length of the club means a greater centripetal force is imparted to someone's squishy head. However, this also means the weapon is slow when attacking.

Baseball Bat(Bloodbaths only)

Similar to the spiked cudgel, but operates much like the sporting weapon (Golf Club). The homerun animation is used for the Man Dart mini-game. Consequently, if this weapon breaks, you get a new one where you started Man-Darts. You can only use this weapon during the mini-game.

Dual Knives(All areas)

Short ranged cutlery, used for butchering large animals such as spouse-beaters and the neighbor's constantly yapping dog/cat/other tamed fauna.

While the weapon is faster, the knives lack range and they do considerably less damage than the spike club (about as much as Jack's Chainsaw).

Golf Club(Mad Castle only)

Special weapon used for unique cases at Mad Castle. Use the strong attack for the best results. When the aiming arc appears, move the joystick left/right to get the proper yaw.

The pitch of the ball constantly fluctuates up and down, so you must move the remote (in the indicated direction) when the pitch and yaw are to your liking.

Torch(Mad Castle only)

A burning brand for permanently destroying zombies. Fairly short ranged, so be ready to receive hits. Note that the Torch handily destroys Elise's bats during her boss battle.

Yari (Spear)(Geisha Brothel only)

Powerful weapon that can stake enemies using the strong attack. However powerful, the weapon is slow to execute any attacks. While it may be almost as powerful as the Spiked Bat, the narrow area of attack is a hinderance.

Since you only have the Geisha Brothel stage to use this weapon, you won't get that much time to practice. You will want to save the Yari for the battle with Shogun, but if you are good with the chainsaw, you can use the Yari to quickly kill ninjas.

Magnet Gun(Area 66 Facility only)

Hold the B Button to pull in objects (up to three or four), A Button to fire them. Some stronger enemies are not affected by the magnetic attraction but they will be vulnerable to its EMP (during attract mode).

Rocket Launcher(Martin's battle only)

A or B Button to fire deadfire rockets. Make each shot count because you don't have more than a three or four.

Katana(Game Clear award)

A slow weapon like the Yari, but more available in several areas after the game is cleared. According to Samurai Cop in the movie of the same name (Samurai Cop, 1989), Katana means sword.

Double Chainsaw(Game Clear award)

This is a massively destructive weapon, but one that doesn't combo. What it does allow is for your character (Jack) to charge through in a straight line, cutting up everything in his path. You can steer the charge slightly left or right, but expect to charge forwards regardless of what you do.